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Published byNoreen Kelly Modified over 9 years ago
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M. Zareinejad
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Use haptic device to physically interact with the VE – optical encoders measure position of end effector – actuators apply forces to the user – haptic rendering algorithms compute such forces given the new positions
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“Haptic rendering is the process of computing and generating forces in response to user interaction with virtual environment” Computing forces and torques that should be applied to the tip of the haptic display in order to represent forces of a physical phenomena or represent some data
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Virtual Wall “algorithm”
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In vector calculus, a vector field is an assignment of a vector to each point in space
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‘God-object’ is an ideal interaction point. It stays on the surface when the object penetration occurs. It locates on the nearest surface from the HIP.
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An active surface is the surface that has the God-object on it. To be an active surface, The God-object must be located in positive distance from the surface. The HIP must be located in negative distance from the surface.
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Draw a line from the old God-object to the new HIP. If the line is not under three edges, the surface is not active now. Change the active surface after a cycle.
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To be an active surface, the HIP must located in negative distance from the surface. On acute concave object, the God-object moves below the surface but the HIP does not.
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I. Find a new God-object location. II. Using this as a HIP, check whether there is a new constraint. III. If there is a new constraint, find “new” God-object location. IV. Continue until no new constraint is found.
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We find point Q with the minimal distance. This is a new God-object location.
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For three active plane constraints, This can be solved using the Lagrange Multiplier Theorem.
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Set Lagrangian as By the Lagrange Multiplier Theorem
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We can compute x, y and z in at most 65 of ×and ÷operations. Lower number of constraints make computation much faster.
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